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319 lines
8.8 KiB
JavaScript
319 lines
8.8 KiB
JavaScript
/**
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* Particle Network Animation https://codepen.io/franky/pen/LGMWPK
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* Inspiration: https://github.com/JulianLaval/canvas-particle-network
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*/
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class ParticleNetworkAnimation {
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constructor(element, options) {
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this.$el = element;
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this.container = element;
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//this.canvas = document.createElement('canvas');
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this.canvas = element;
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this.sizeCanvas();
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//this.container.appendChild(this.canvas);
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this.ctx = this.canvas.getContext('2d');
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this.particleNetwork = new ParticleNetwork(this, options);
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this.bindUiActions();
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return this;
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}
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bindUiActions() {
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window.addEventListener('resize', () => {
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this.forceUpdate();
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});
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}
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sizeCanvas() {
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this.canvas.width = this.container.offsetWidth;
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this.canvas.height = this.container.offsetHeight;
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}
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forceUpdate() {
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this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height);
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this.sizeCanvas();
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this.particleNetwork.createParticles();
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}
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}
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class Particle{
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constructor(parent, x, y) {
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this.network = parent;
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this.canvas = parent.canvas;
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this.ctx = parent.ctx;
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this.particleColor = returnRandomArrayitem(this.network.options.particleColors);
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this.radius = getLimitedRandom(1.5, 2.5);
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this.opacity = 0;
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this.x = x || Math.random() * this.canvas.width;
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this.y = y || Math.random() * this.canvas.height;
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this.velocity = {
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x: (Math.random() - 0.5) * parent.options.velocity,
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y: (Math.random() - 0.5) * parent.options.velocity
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};
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}
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update(){
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if (this.opacity < 1) {
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this.opacity += 0.01;
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} else {
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this.opacity = 1;
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}
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// Change dir if outside map
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if (this.x > this.canvas.width + 100 || this.x < -100) {
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this.velocity.x = -this.velocity.x;
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}
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if (this.y > this.canvas.height + 100 || this.y < -100) {
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this.velocity.y = -this.velocity.y;
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}
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// Update position
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this.x += this.velocity.x;
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this.y += this.velocity.y;
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}
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draw(){
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// Draw particle
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this.ctx.beginPath();
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this.ctx.fillStyle = this.particleColor;
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this.ctx.globalAlpha = this.opacity;
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this.ctx.arc(this.x, this.y, this.radius, 0, 2 * Math.PI);
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this.ctx.fill();
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}
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}
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class ParticleNetwork{
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constructor(parent, options = {
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velocity: 2, // the higher the faster
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density: 10000, // the lower the denser
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netLineDistance: 200,
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netLineColor: '#929292',
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particleColors: ['#aaa'] // ['#6D4E5C', '#aaa', '#FFC458' ]
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}) {
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this.options = options;
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this.canvas = parent.canvas;
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this.ctx = parent.ctx;
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this.init();
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}
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init(){
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// Create particle objects
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this.createParticles(false);
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// Update canvas
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this.animationFrame = requestAnimationFrame(this.update.bind(this));
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this.bindUiActions();
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}
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createParticles(isInitial) {
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// Initialise / reset particles
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let me = this;
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this.particles = [];
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let quantity = this.canvas.width * this.canvas.height / this.options.density;
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if (isInitial) {
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let counter = 0;
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clearInterval(this.createIntervalId);
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this.createIntervalId = setInterval(function() {
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if (counter < quantity - 1) {
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// Create particle object
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this.particles.push(new Particle(this));
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}
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else {
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clearInterval(me.createIntervalId);
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}
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counter++;
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}.bind(this), 250);
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}
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else {
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// Create particle objects
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for (let i = 0; i < quantity; i++) {
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this.particles.push(new Particle(this));
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}
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}
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}
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createInteractionParticle() {
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// Add interaction particle
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this.interactionParticle = new Particle(this);
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this.interactionParticle.velocity = {
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x: 0,
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y: 0
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};
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this.particles.push(this.interactionParticle);
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return this.interactionParticle;
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}
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removeInteractionParticle() {
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// Find it
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let index = this.particles.indexOf(this.interactionParticle);
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if (index > -1) {
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// Remove it
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this.interactionParticle = undefined;
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this.particles.splice(index, 1);
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}
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}
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update() {
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if (this.canvas) {
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this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height);
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this.ctx.globalAlpha = 1;
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// Draw connections
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for (let i = 0; i < this.particles.length; i++) {
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for (let j = this.particles.length - 1; j > i; j--) {
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let distance, p1 = this.particles[i], p2 = this.particles[j];
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// check very simply if the two points are even a candidate for further measurements
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distance = Math.min(Math.abs(p1.x - p2.x), Math.abs(p1.y - p2.y));
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if (distance > this.options.netLineDistance) {
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continue;
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}
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// the two points seem close enough, now let's measure precisely
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distance = Math.sqrt(
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Math.pow(p1.x - p2.x, 2) +
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Math.pow(p1.y - p2.y, 2)
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);
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if (distance > this.options.netLineDistance) {
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continue;
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}
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this.ctx.beginPath();
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this.ctx.strokeStyle = this.options.netLineColor;
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this.ctx.globalAlpha = (this.options.netLineDistance - distance) / this.options.netLineDistance * p1.opacity * p2.opacity;
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this.ctx.lineWidth = 0.7;
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this.ctx.moveTo(p1.x, p1.y);
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this.ctx.lineTo(p2.x, p2.y);
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this.ctx.stroke();
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}
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}
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// Draw particles
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this.particles.forEach(k => {
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k.update();
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k.draw();
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})
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if (this.options.velocity !== 0) {
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this.animationFrame = requestAnimationFrame(this.update.bind(this));
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}
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}
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else {
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cancelAnimationFrame(this.animationFrame);
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}
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}
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bindUiActions() {
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// Mouse / touch event handling
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this.spawnQuantity = 3;
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this.mouseIsDown = false;
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this.touchIsMoving = false;
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this.onMouseMove = function(e) {
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if (!this.interactionParticle) {
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this.createInteractionParticle();
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}
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this.interactionParticle.x = e.offsetX;
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this.interactionParticle.y = e.offsetY;
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}.bind(this);
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this.onTouchMove = function(e) {
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e.preventDefault();
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this.touchIsMoving = true;
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if (!this.interactionParticle) {
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this.createInteractionParticle();
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}
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this.interactionParticle.x = e.changedTouches[0].clientX;
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this.interactionParticle.y = e.changedTouches[0].clientY;
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}.bind(this);
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this.onMouseDown = function() {
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this.mouseIsDown = true;
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let counter = 0;
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let quantity = this.spawnQuantity;
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let intervalId = setInterval(function() {
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if (this.mouseIsDown) {
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if (counter === 1) {
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quantity = 1;
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}
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for (let i = 0; i < quantity; i++) {
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if (this.interactionParticle) {
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this.particles.push(new Particle(this, this.interactionParticle.x, this.interactionParticle.y));
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}
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}
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}
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else {
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clearInterval(intervalId);
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}
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counter++;
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}.bind(this), 50);
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}.bind(this);
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this.onTouchStart = function(e) {
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e.preventDefault();
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setTimeout(function() {
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if (!this.touchIsMoving) {
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for (let i = 0; i < this.spawnQuantity; i++) {
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this.particles.push(new Particle(this, e.changedTouches[0].clientX, e.changedTouches[0].clientY));
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}
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}
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}.bind(this), 200);
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}.bind(this);
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this.onMouseUp = function() {
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this.mouseIsDown = false;
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}.bind(this);
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this.onMouseOut = function() {
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this.removeInteractionParticle();
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}.bind(this);
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this.onTouchEnd = function(e) {
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e.preventDefault();
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this.touchIsMoving = false;
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this.removeInteractionParticle();
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}.bind(this);
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this.canvas.addEventListener('mousemove', this.onMouseMove);
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this.canvas.addEventListener('touchmove', this.onTouchMove);
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//this.canvas.addEventListener('mousedown', this.onMouseDown);
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this.canvas.addEventListener('touchstart', this.onTouchStart);
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this.canvas.addEventListener('mouseup', this.onMouseUp);
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this.canvas.addEventListener('mouseout', this.onMouseOut);
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this.canvas.addEventListener('touchend', this.onTouchEnd);
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}
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unbindUiActions() {
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if (this.canvas) {
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this.canvas.removeEventListener('mousemove', this.onMouseMove);
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this.canvas.removeEventListener('touchmove', this.onTouchMove);
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this.canvas.removeEventListener('mousedown', this.onMouseDown);
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this.canvas.removeEventListener('touchstart', this.onTouchStart);
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this.canvas.removeEventListener('mouseup', this.onMouseUp);
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this.canvas.removeEventListener('mouseout', this.onMouseOut);
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this.canvas.removeEventListener('touchend', this.onTouchEnd);
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}
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}
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}
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let getLimitedRandom = function(min, max, roundToInteger) {
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let number = Math.random() * (max - min) + min;
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if (roundToInteger) {
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number = Math.round(number);
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}
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return number;
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};
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let returnRandomArrayitem = function(array) {
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return array[Math.floor(Math.random()*array.length)];
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};
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export {
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ParticleNetworkAnimation
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};
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